Chance To Avoid Elemental Ailments PoE

Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped.

(20–25)% chance to Avoid Elemental Ailments

Family AvoidElementalStatusAilments
Domains Item (1)
GenerationType Unique (3)
Req. level 1
Stats
  • avoid all elemental status % Min: 20 Max: 25 Global
  • Craft Tags elemental fire cold lightning ailment

    3.21.1 Patch Notes: Elemental Ailments other than Freeze are no longer discarded if their duration is lower than 300ms.

    An ailment is a detrimental effect associated with one or more damage types. Ailments are similar to debuffs, but they are not synonymous. The most notable difference is that ailments are typically inflicted by hits made up of their associated damage types, whereas debuffs are applied by skill effects.

    Ignite, chill, freeze, shock, scorch, brittle, and sap are referred to as elemental ailments because they are associated with elemental damage types. Bleeding and poison are non-elemental ailments.

    Damaging ailments are those that inflict damage over time. They include bleeding, poison, and ignite. Non-damaging ailments include chill, freeze, shock, scorch, brittle, and sap.

    Ailment Associated damage type Effect Elemental Damaging
    Bleeding Physical Bleeding can only be inflicted by physical damage from attacks. Bleeding enemies take 70% of the physical damage of the hit that inflicted bleeding as physical damage over time. Moving enemies take an additional 140% damage. The base duration is 5 seconds.
    Poison Physical and chaos Poison causes the affected target to take 30% of the combined physical and chaos damage of the hit that applied poison as chaos damage over time. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.
    Ignite Fire Ignite causes the affected target to burn for 90% of the fire damage of the hit that applied ignite. The base duration is 4 seconds.
    Scorch Fire Scorched enemies have their elemental resistances lowered by up to 30%, based on the fire damage of the hit. The base duration is 4 seconds.
    Chill Cold Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the cold damage of the hit. The base duration is 2 seconds.
    Freeze Cold Freeze prevents the affected target from taking actions, based on the cold damage of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds.
    Brittle Cold Brittle causes hits against enemies to have up to +15% Base critical strike chance against them, based on the cold damage of the hit. The base duration is 4 seconds.
    Shock Lightning Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base duration is 2 seconds.
    Sap Lightning Sapped enemies deal up to 20% less damage, based on the lightning damage of the hit. The base duration is 4 Seconds.

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    Mechanics

    Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.

    There is no limit on the number of different ailments a target can have at any given time.

    Ailment threshold

    In the great majority of cases, the ailment threshold matches the monster’s maximum life. It primarily differs for especially high-life monsters (such as the Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn’t ordinarily reach the required life thresholds.

    The magnitude (or effect) of an ailment is dependent on the damage the enemy takes from the hit, not the base damage of the hit. Sources of increased non-damaging ailment effect will reduce the threshold to apply a certain magnitude of an ailment, but cannot exceed the capped effect.

    Enemies which take no damage (in general, from the hit damage, or from the element of a damaging ailment) cannot have ailments inflicted upon them from hits.

    Application by damage

    Ailments are typically applied by hits comprised of their associated damage types.

    Each ailment is associated with one or more damage types. A damaging hit can inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage can inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.

    The damage type associations for ailments may be changed by specific effects. For example, The Three Dragons changes which damage types have the potential to inflict elemental ailments.

    A damage hit also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill as long as it meets the threshold to inflict a chill. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Passive skills and equipment can also have an additional chance to inflict ailments.

    Targets may also have immunity or a chance to avoid certain ailments. These are multiplicative with the player’s chance to inflict ailments on the target; 100% Avoidance and Immunity will take priority over sources of Always inflict <Ailment>.

    To summarize, an ailment is applied to the target if:

    • The hit of damage consists of damage types that have the potential to inflict the ailment
    • The chance to inflict the ailment is successful
    • The target fails to avoid the ailment
    • The target is not immune to the ailment
    • Any other conditions are met

    Application by other means

    Ailments can be applied in ways other than direct hits of damage.

    • Elemental proliferation causes elemental ailments to spread to other targets within a radius.
    • Certain ground effects apply ailments.
    • Slaying a poisoned enemy with Bino’s Kitchen Knife equipped spreads poison to other targets within a radius.
    • Arctic Armour chills enemies when hit.
    • A strongbox with the “Incandescent” prefix ignites the character that activates it.

    Damage with ailments

    Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the skill’s base damage that inflicts the ailment. Only the damage types that can inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage can potentially inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.

    Damage with hits and damage with ailments are calculated separately and have different modifiers:

    • Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not affect damage with ailments.
    • Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances.
    • Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments.
    • Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage.
    • Additionally, burning damage modifiers apply to ignite, since ‘burning damage’ simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.

    Critical Strikes

    The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits.

    A character’s base critical strike multiplier is 150%. This damage multiplier does not function as 50% more damage but as +50% to Damage over Time multiplier, which stacks additively with other sources of Damage over Time Multiplier for Ailments.

    The damage multiplier for ailments from critical strikes can also be scaled using generic critical strike multiplier through the Perfect Agony keystone.

    The Critical Strike Affliction Support can increase the damage multiplier for ailments from critical strikes.

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